Files
2026-02-02 04:50:13 +01:00

100 lines
2.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BACKENDS_GRAPHICS_OPENGL_RENDERER3D_H
#define BACKENDS_GRAPHICS_OPENGL_RENDERER3D_H
#include "common/scummsys.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#include "graphics/opengl/texture.h"
namespace OpenGL {
class Renderer3D {
public:
Renderer3D();
~Renderer3D() { destroy(); }
void initSize(uint w, uint h, int samples, bool renderToFrameBuffer);
void resize(uint w, uint h);
void recreate();
void destroy();
void leave3D();
void enter3D();
void presentBuffer();
void showOverlay(uint w, uint h);
void hideOverlay();
const Texture &getGLTexture() const { return _texture; }
bool hasTexture() const { return _texture.getGLTexture() != 0; }
void setRotation(Common::RotationMode rotation) { _texture.setRotation(rotation); }
protected:
void setup();
int _stackLevel;
bool _inOverlay;
int _pendingScreenChangeWidth;
int _pendingScreenChangeHeight;
bool _renderToFrameBuffer;
int _samples;
Texture _texture;
GLuint _renderBuffers[3];
GLuint _frameBuffers[2];
#define CTX_STATE(gl_param) GLboolean _save ## gl_param = false
#define CTX_BOOLEAN(gl_param) GLboolean _save ## gl_param = false
#define CTX_INTEGER(gl_param, count) GLint _save ## gl_param[count] = { 0 }
CTX_STATE(GL_BLEND);
CTX_STATE(GL_CULL_FACE);
CTX_STATE(GL_DEPTH_TEST);
CTX_STATE(GL_DITHER);
CTX_STATE(GL_POLYGON_OFFSET_FILL);
CTX_STATE(GL_SCISSOR_TEST);
CTX_STATE(GL_STENCIL_TEST);
CTX_BOOLEAN(GL_DEPTH_WRITEMASK);
CTX_INTEGER(GL_BLEND_SRC_RGB, 1);
CTX_INTEGER(GL_BLEND_DST_RGB, 1);
CTX_INTEGER(GL_BLEND_SRC_ALPHA, 1);
CTX_INTEGER(GL_BLEND_DST_ALPHA, 1);
CTX_INTEGER(GL_SCISSOR_BOX, 4);
CTX_INTEGER(GL_VIEWPORT, 4);
#undef CTX_INTEGER
#undef CTX_BOOLEAN
#undef CTX_STATE
};
} // End of namespace OpenGL
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#endif